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Grand Necromancer

gustavo iglesias's page

2,506 posts. No reviews. No lists. No wishlists.




Just checked the ACG playtest. Haven't done before.

I have to say the classes are very good. I *love* Maneuver mastery from the brawler.

I'm actually thinking about banning all the CRB classes from my games :/

Great classes, Paizo. I love what you can do when you aren't bound by heritage from 3.5


Is it even possible? We are going to play RoR once I finish DMing Way of the Wicked (which is awesome btw). This time I'll play instead of DM. Our DM is concerned about the balance between full casters and non-casters, and I had this crazy idea.

What about a group of 5-6 wizards (we are unsure about keeping our 6th player)? Is it possible to defeat this AP with a group based enterely on wizards?

The idea is to build different school wizards. Some could/should be unconventional (such as a Transmuter with more Str than Int and melee-focused, or something like that). With a good summoner's minions, maybe necromancer's too, you could have a good bunch of tanking bodies.

The real problem: antimagic shell, and magic inmune monsters.

So, what do you think? Crazy idea?


2 people marked this as FAQ candidate.

I'm planning to play a druid Bear Shaman soon. And I'm looking at the bear companion stats.

Why on hell they suck soooooo much?
They start as Small creatures, while big cats are medium. They only advance to medium, while cats are large. The big cats have more str and constitution too! They should call tge spell "tiger's endurance" instead of bear's endurance.

I don't mind losing pounce, and rake, for flavor reasons. But WHY ON HELL is the lion companion bigger than the grizzly bear companion? And stronger and with more con too? Why is the bear a cub?

Edit: just noticed that the bear DOES NOT have grab. But the big cat has grab, pounce and rake. Dude, seriusly, the one who developed the animal companions is too much fan of big felines. Or too little fan of balance. There's no reason at all to take a bear over a lion, except fluff (another "you have to suck if you want flavor" game tax, I guess


3 people marked this as FAQ candidate.

Here is the rule:

"Ineffective Weapons: Certain weapons just can’t effectively
deal damage to certain objects. For example, a bludgeoning
weapon cannot be used to damage a rope. Likewise, most
melee weapons have little effect on stone walls and doors,
unless they are designed for breaking up stone, such as a
pick or hammer."

(core book, page 174)

What does "little effect" means? I've been discussing this lengthy in another thread (this ). What does "little effect" means?

There are two positions.

One of those positions means that innefective weapons (such as a longsword, or quarter staff, or bladed scarf vs a wall) rolls damage normally, and then substract hardness normally, while those weapons that are effective (such as a warhammer, maul or pick) destroy it with more ease (using a second rule, called vulnerability, that says
Vulnerability to Certain Attacks:
Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object’s hardness)

My position is that those weapons that are inneffective and do "little effect" (such as wooden clubs, spiked chains or kerambits) can't damage the wall normally. They do, at most, scratchs (that may allow you to draw the Z of Zorro, but can't tear down the wall), while the weapons that are effective against it, use regular damage vs hardness (and I reserve vulnerable rule for things like a demolition charge, or using fire vs a keg of lantern oil)

In any case, the ruling is (and should be) quite vague about which weapons are effective or not. For example, a Ram, which is not explicitly mentioned, could be treated as an effective weapon, if the GM thinks it's so. And some materials will have differen't effective weapons against it (for example, axes might be effectives against trees, while warhammers aren't). The question is, those weapons that aren't effective, are "inneffective weapons" and thus do "little effect". What does this mean?

I'd like to hear a FAQ about this.


1 person marked this as FAQ candidate.

Hi. This is my doubt:

Animate Dead allows you to control 4x CL in HD. I assume that any permanent raise in Caster Level is also a permanent raise in the number of controled undeads (so, a Varisian Tattoed necromancer, with +1 CL in necromancy, could raise 2x HD extra and control up to 4x HD extra. A character with a trait that gives him +1 CL to Animate Dead would work similarly).

However, my question is more about non-permanent raises.

If a character has a Ioun Stone with +1 CL... get 4 extra HD? What happen when he takes the ioun stone out to sleep?

What happen with temporal buffs, like Death Knell or Death Twine?

Assuming he loses control of those undeads created and controlled through temporal buffs, when he loses the buff... is the reverse also true? If I hit a necromancer with Enervation, and he loses 1 CL, does he lose control of 4HD of undeads??

O_O

Anybody can help?


1 person marked this as FAQ candidate.

Hi. This is my doubt:

Animate Dead allows you to control 4x CL in HD. I assume that any permanent raise in Caster Level is also a permanent raise in the number of controled undeads (so, a Varisian Tattoed necromancer, with +1 CL in necromancy, could raise 2x HD extra and control up to 4x HD extra. A character with a trait that gives him +1 CL to Animate Dead would work similarly).

However, my question is more about non-permanent raises.

If a character has a Ioun Stone with +1 CL... get 4 extra HD? What happen when he takes the ioun stone out to sleep?

What happen with temporal buffs, like Death Knell or Death Twine?

Assuming he loses control of those undeads created and controlled through temporal buffs, when he loses the buff... is the reverse also true? If I hit a necromancer with Enervation, and he loses 1 CL, does he lose control of 4HD of undeads??

O_O

Anybody can help?


51 people marked this as FAQ candidate. Answered in the FAQ. 6 people marked this as a favorite.

I've just read the Bracers of the Falcon. Where Bracers of Archery gives you a +1 competence bonus to hit, for 5000 gold, Bracers of the falcon gives you Aspect of the Falcon continously. That's +3 competence bonus to perception, +1 competence bonus to hit, and your crit becomes 19+/x3. For 4000.

So that just mean Bracers of Archery are obsolet, and nobody else buy any one, in any magic shop, ever. They've become the VHS of magic bracers after DVD is out.


Hi. I'm DMing an evil campaign in October (the gorgeus Way of the Wicked, by the way)

For several reasons, I want to make available a feat for Hellfire. Mainly because it fits themathically, but also because the antagonist is the church of the Sun and Holy Fire and all that jazz, and there are quite a lot fire-inmune enemies around.

So I was wondering how could I make Hellfire into a metamagic feat.

Hellfire is a fire that burns with unholy power. It does 1/2 fire damage and 1/2 unholy damage, which does double damage to good outsiders (the unholy part). It's described in Book of the Damned, and so far, there's only one way to obtain it, the Diabolist Prestige Class.

The Diabolist can use it once per Charisma modifier per day, as a free action. So the question is how to use it, without steping too much on the Diabolists feet.

My first impresion is to make it a +2 caster level metamagic feat. That puts it in the same league than "empower", which is close imho. If you use a Hellfire Fireball or an empowered fireball against a non-fire resistant outsider, you do x1.5 damage. The empowered fireball would do 1.5 damage to non-outsiders as well, but it more or less balance with the fact that Hellfire fireball would damage fire inmune creatures, such as a fire elemental.

But I'm not sure yet. Maybe other option is to mimic Diabolist, and make the feat usable once, twice or three times per day, without paying extra levels... Anyone here has a better suggestion? Any idea?


7 people marked this as a favorite.

I've seen a lot of threads asking for help with Sorcerers builds lately. There are very good Wizard guides in the forum, but the few Sorcerers' guides aren't complete (and they don't seem to be completed any time soon)

So I just made one.

Here you go:

Inner Power. A guide to Sorcerers


I'm planning to DM CC in a few months, when we finish Kingmaker. I have read through the first two modules and have skimmed the rest, and I find it's a great AP to be played in a slightly more advanced era.

When I read it, I get the feel of Solomon Kane, Bram Stoker, Warhammer Fantasy Witch hunters, MtG Innistrad expansion and Van Helsing.

I want to focus on that feel. I think I'll let firearms (maybe not gunslinger pistoleros shooting revolvers, but allow Firearms to work for players as a secondary weapon to fire and forget -or fire and slowly reload-). Even if I don't (not sure yet, I don't like PF firearms rules that much, shouldn't be touch attack imho. Ignore 20 points of natural armor in a Dragon is too much, it´s a flintlock musket, not a laser gun), I want to make it feel at least more modern.

So I want them to get crossbows instead of bows, forget Plate armor and go for rapier-longsword-sabre instead of two handed swords and war-axes. The problem is you gimp several classes doing so.

I was thinking about giving Crossbows "Deadly shot" trait. That means they work like the gunslinger deed: you only make one shot, but roll to attack as much as you have in attacks, and roll the damage together.

What about armors? Maybe giving Aldori Swordmaster's technique to everyone, so the Fighters don't get shafted?


Ok. The LG cleric in our group blinded himself to destroy the Occulus.

I'm aware that, RAW, nothing forbids him to cast a remove blindness spell and getting back to normal, but we don't think it's fancy, and our GM says that they Occulus will reform if he is not permanently blinded (I happen to agree, this is the easiest artifact to destroy, evah)

So far, he keeps playing with the character. He has leadership feat and a paladin cohort, that makes for a bodyguard, and he resorts to healing spells, buffs, and area effects, which do not really need targeting.

Is there any way to overcome this? I'm looking for (pathfinder only) feats that give you blindsight, or magic items, etc. I thought about Eldritch heritage to get a familiar, or something like that, but some of the options seem to be useless (getting blindsight at lvl 20 is pointless).

Is there any option to gain "sight" while being "blind"?


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